Difference between revisions of "EnableAI - Actor"
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imported>Monsto |
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== See Also == | == See Also == | ||
*[[Actor Script]] | *[[Actor Script]] | ||
*[[IsAIEnabled]] |
Revision as of 23:12, 6 July 2019
Member of: Actor Script
Enables or disables this actor's AI.
Syntax
Function EnableAI(bool abEnable = true) native
Parameters
- abEnable: Whether to enable or disable the AI.
- Default: True
Return Value
None.
Examples
; Turn off evil AI
EvilActor.EnableAI(false)
; Turn on good guy's AI
GoodActor.EnableAI()
Notes
- Disabling an actor's AI will also disable its havok processing. As a result, moving an actor whose AI is disabled can result in the actor hovering in the air above the target destination. When the AI is enabled, the actor will settle/fall to the ground.
- If an actor is moved while its AI is disabled, the actor's collision will move, but its visible character model will remain in the old position. Once AI is enabled, the character model will move to the proper location, though the actor (both collision and model) may also try to snap to the navmesh.